Toweers of Dr. Xill
Toweers of Dr. Xill
D r . X ill
A LEVEL 2 ADVENTURE
By C. Aaron Kreader
For MCC or DCC
T h e To w e r s of
D r . X ill
Written & Illustrated
by C. Aaron Kreader
This product is based on the Dungeon Crawl Classics Role Playing Game,
published by Goodman Games. This product is published under license.
Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, visit
www.goodman-games.com or contact
info@goodman-games.com.
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You struggle across leagues of volcanic rock, lava flow, setting your teeth to chatter. In the middle of this frigid
and smoke reeking of sulfur and ash. On the horizon, a field stands a burnt, blackened tower covered in ice.
patch of gleaming white shines in a distant valley like a
jewel. This must be the landmark from your map marked Area A—Xill’s Tower: The island of snow and ice is a
as “Dr. Xill’s tower” with hastily scribbled instructions: couple thousand yards wide. The tower rests in the mid-
“approach the pale white spot.” dle. Take note of which PCs remove their protective vials
and which ones keep them on as they cross the tundra.
Finally, the patch of what appears to be pearlescent
sand draws closer. Stepping close to it, you are shocked Once the PCs get closer to the tower read or paraphrase:
to discover an impossible island of dense snow. A chill
runs up your body as your protective necklace now adds The tower is a gutted, sagging lump of fused, burnt
an aura of frost to your breath, locking your joints and stone.
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tower. It has not eaten in days and is eager to feast. It
attempts to kill one PC, then carry its quarry up to a high
perch to eat in peace. However, if the PCs have mules or
horses, it will patiently remain hidden until the animals
are left alone, then pounce on the easy target. In this
case, what falls from above is nothing but clods of snow,
intimating an unseen host (+10 hide check).
6
All PCs within 15’ must roll a DC 10 Ref save or suffer attention and are curiously attracted by the warmth
1d7 fire damage. This reduces the Lava Child to 4hp (see of PCs, whom they wish to “cuddle.” This icy touch
below). Unless damaged, it will have 2 more purges of causes 1 point of cold damage per round of contact.
lava before it also expires into a heap of solid stone. They are significantly less interested in approaching
a PC wearing a vial of elemental ice.
Lava Children: Init -2; Atk lava-gurge +0 ranged (see
below 15’); AC 16; HD 4d8; hp 16 (6 remaining); MV 30’ Infant of Xill (hybrid elemental): Init +3; Atk cold
or tunnel stone 60’; Act 1d20; SP in dormant state cannot cuddle +2 melee (1 dam); AC 12; HD 1d4; hp 2; MV
be harmed, lava-gurge (DC 10 Ref save or 1d7 fire, reduce 20’; Act 1d20; SV Fort +0, Ref +2, Will +0; AL C.
lava child hp by 2); SV Fort +3, Ref -3, Will +1; AL N.
2: (1d3) Children of Xill: These dog-sized, dirty-white
PCs approaching the precarious ledge around the hole spiders bear the face of a deformed child. They serve
must roll a DC 17 Ref save or slip down towards Area D. as labor for Dr. Xill, whom they are eager to please.
In addition, slipping down collapses the ledges, widening However, due to infrequent employment they have
the hole from 10’ to 20’. The tunnel below is slick with become primarily pesky hooligans. After about a cen-
thick ice. Without added precautions, moving into the tury, those that show promise are allowed to survive
hole without slipping and sliding to the bottom requires and evolve into Elders of Xill—directly assisting Dr.
a DC 17 Agi check (dwarves roll at +1D). PCs sliding in Xill in his labs. Children of Xill are attracted to the PC
might spot Area C on the way to Area D. with the highest Personality, whom they approach, tilt
their heads, and eerily ask, “Father?” Unless treated
with care, they become annoyed, shed tears of ice,
and bite the object of their scorn. They initially seek to
Underground Features please, but their chaotic babbling and questions quick-
ly give way to frustration and violence.
On Ice: Unless defined otherwise, halls and rooms in
Dr. Xill’s lab are covered in thick, smooth ice—making Children of Xill (hybrid elemental): Init +2; Atk bite
all movement fairly treacherous. When PCs move more +2 melee (1d3); AC 11; HD 1d8; hp 5; MV 30’; Act
than half their movement rate or take an attack action, 1d20; SV Fort +2, Ref +2, Will +1; AL C.
a successful DC 5 Ref save must be made to avoid fall-
ing prone. In addition, a natural 1, 2, or 3 on active skill 3: (1) Elder of Xill: This elephant-sized grey spider bears
checks or attacks automatically causes the PC to fall the head, limbs, and torso of an elderly human. The
prone. Creatures encountered here have adapted to the ice years are not kind to the sanity of these executive
and suffer none of these restrictions. PCs can avoid “on servants of Dr. Xill. They are entirely severed from
ice” penalties with clever methods to gain traction or by emotions, yet highly intelligent and inquisitive. They
finding a pair of Boot Strapped Spikes. are trained to serve as living calculators who process,
annotate, and narrate aloud in scientific terms ev-
Random Encounters: Loud noises will echo throughout erything that is occurring around them. Incessantly
the crystallized corridors. Whenever PCs make excessive babbling their morbid curiosities, an Elder of Xill might
noise, enter a new area, or spend too much time in one mutter in combat, “Interesting entity, let’s explore
place, there is a 1 in 6 chance of a wandering creation of the internal workings of this being to see how it is
Xill pursuing the PCs. composed,” while carefully trying to dissect a PC. Or,
while twitching in death from a PC’s blade, it may say,
1: (1d4) Infants of Xill: These platter-sized, white spi- “The blackened void is surrounding my earthly senses
ders bear the face of an ugly human baby and have which are immersed in a sea of pain . . . a light is visi-
tiny hands at the end of each of their eight hairy ble . . . I am passing beyond the veil . . .”
spiderling limbs. These hybrid creations of Dr. Xill are
formed from elemental frost spiders crossed with hu- Elder of Xill (hybrid elemental): Init +0; Atk stomp +3
man DNA. At their current stage, they are not very melee (1d6) or dissect +4 melee (1d4) or icy web +3
obedient to Xill; however, they are left free to mature range (1d4 and see below); AC 9; HD 4d8; hp 17; MV
in his lair because they are relatively harmless when 35’; Act 2d20; SP icy web (20’ range, single target rolls
young. After a few dozen years, those that survive DC 15 Ref to avoid restrain, DC 17 Str to escape or 1chr
evolve into Children of Xill. Infants of Xill crave from Rod of Flame); SV Fort +4, Ref +2, Will +3; AL N.
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4: (1) Failed Experiment: This muddy grey glob is purpose. You cannot tell whether your motion, the cold,
constantly shifting its composition between ooze and or some unseen force has stirred it to life.
man. It is a semi-coherent result of a botched fusion
between human, fire, and ice. These angry aberra- The cloud is a cluster of polar nanites made to funnel
tions lash out at anything nearby and seek only to energy from the elemental plane of ice using the gateway
grow by absorbing organic matter. They will focus in this chamber—a portal hopelessly frozen shut. Dr. Xill
on fallen PCs with their acidic absorption ability. fashioned them by magically fusing techno-nanites with
Because they clean the halls by consuming the weak tiny ice elementals. Their main purpose was to freeze
and dead, Dr. Xill only has them eradicated when organ tissue and bodies for his experiments, but their
they grow too large. perception has been distorted. They now respond to any
warm-blooded entity entering the room by attempting to
Failed Experiment (hybrid elemental): Init +1; Atk place them in deep freeze. Note: PCs wearing a vial of
acid touch +2 melee (1d10); AC 10; HD 2d6; hp 6; elemental ice will be ignored by the polar nanites.
MV 25’ or climb walls ceilings 20’; Act 1d20; SP
physical damage reduced by half, immune to cold/ Polar Nanite Elemental Cloud: Init +0; Atk special; AC
fire, water vulnerability (stuns for 1 round, no save), 10; HD 2d6; hp 7; MV 20’; Act 1d20; SP freezing force
acidic absorption of deceased or unconscious bodies (DC 13 Fort or 1d6 cold dam to all within 10’x10’ space),
(1 round to use, adds 1HD); SV Fort +4, Ref +2, Will vulnerable to fire (double damage), cloud defense (phys-
+3; AL C. ical attacks reduced to 1 damage); SV Fort +2, Ref +1,
Will +1; AL L.
Area C—Side Passage: This narrow passage was cre-
ated by Lava Children activated in Area I. It is visible A search of the room reveals a warm, red, crystalline box
to any PC with a light source who is climbing down the half buried in ice. Liberating the box requires a DC 12 Str
tunnel. PCs sliding down the main passage must roll a DC check. It houses a fully charged Rod of Flames (Thermal
17 Luck check to spot it as they zoom past. Torch), used in the lab to quickly defrost bodies and carve
through ice. PCs who roll a DC 5 Spell Check (or DC 10 Arti-
Area D—Ice Slide: You race down the smooth icy tunnel fact Check) comprehend how to activate it. Fire runes similar
at a frantic pace. Reaching out to slow your descent to those on the tower above are located on the sides of the
only reveals more slick ice. You stop picking up speed, rod. Speaking “fire” while holding the rod sends a burst of
descending deeper as the passage angle levels out. flame out from the large red gem at its tip. At point-blank
range, this will inflict 3d6 fire damage. This expends 1 of
If the PC has visibility, read: You pass a few side passag- its 20 charges. Each round of use burns away solid ice at
es completely blocked by thick walls of ice. the cost of 1 charge (chr). Various areas on the map show
places where ice seals off a passage. The number of charges
Then continue: Suddenly, you tumble into daggers of (chr) required from the Thermal Torch to burn through
jagged icicles! these blockades is indicated by a number within a circle.
PCs who are able to climb down the tunnel can avoid the
sharp ice. PCs sliding with visibility must roll a DC 10 Ref
save or take 1d4 damage. PCs sliding without visibility
must roll a DC 13 Luck check or take 1d4 damage. Using
a dagger or other tactics to slow the sliding descent gives
a PC between +1 and +1D to their rolls, depending on the
Judge’s assessment of the plan.
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The gateway in this chamber is so coated in layers
of thick ice that passing through it seems impossible.
However, the Judge may wish to create an extra-planar
adventure into the elemental plane of ice. PCs who roll a
DC 18 Spell Check (or DC 22 Artifact Check) can activate
it. The portal opens up into Dr. Xill’s Frost Tower lab,
where he merged various ice elementals with machines
and creatures alike.
4: Barcula Fur: This mink-like fur is fashioned from the Area F—Wall of Ice: Read or paraphrase: There is a
rare and ferocious barcula beast. A barcula fur cloak space here vaguely visible beyond a wall of thick ice.
provides 1hp of protection from cold damage each It would take a powerful force to breach through to the
round and a +5 to Fort saves versus cold. other side.
5: Infants of Xill: 1d4 Infants of Xill (see p7) are The map shows how many charges (and rounds) the Rod
either released from the ice or skitter into the room of Flames needs to melt a wall of ice. Every 10 points
while PCs are busy. Unless someone is on guard, of artifact or magical fire damage inflicted to the
they gain surprise and “cuddle” attack. wall reduces the number of charges required by 1.
Non-magical fire (torches, etc) inflicts no damage to the
6: Failed Experiment of Xill: A Failed Experiment of walls due to the extreme cold. Other methods may work
Xill (see p7) pours forth from the cracked ice and with more time and effort. In addition, the noisy echoing of
attacks the group. hammering will always bring a random encounter (see p7).
7: Firesteel Blade: This short sword is made from a Area G—The Pool Test: The hall opens up to a large
steel alloy found only on the elemental plane of circular space. In the middle, a set of stairs descends
fire. The metal has an orange-red oxidized hue into an icy pool of pale green water and rises up on the
and feels hot to the touch. On this plane, it per- other end of the pool to a large desk encased in a thin
forms very well in combat, granting +1 to hit. In layer of ice. Exits to the left and right are connected by
addition, in warm places (above 100 degrees) the a walkway along the edge of the room. Above you, a low
blade ignites, emitting flames, and grants +1d6 fire ceiling shimmers and undulates, refracting vibrant blues
damage. In this state, the blade is dangerous. On and greens. There you make out what appear to be vari-
a natural 1, the user must roll a DC 12 Ref save or ous gems under a thin layer of ice. Something about this
catch fire and take 1d6 damage each round until place makes you feel like you are being watched.
the save is made.
9
Show PCs Handout 1. Inspecting the pool reveals six Round one: The tiny crabs quickly grow from palm-
tiny crabs. The ceiling is within reach at a mere 7 feet and sized to dog-sized. These larger crabs pinch anyone in the
radiates warmth. The stairs drop down 10 feet before en- waters. If the PCs are all outside the pool, they use this
tering the shallow 5-foot pool. Dr. Xill built this room as round to swim toward the PCs. Alter their base stats to
a test for visitors. The ceiling’s thin ice layer holds back a the following:
warm pool of liquid that gives the illusion of shimmering
jewels. If it is prodded or a torch is placed near it, the ice Large Crab: Atk claw +0, AC 14, HD 1d4; hp 2
breaks and warm blue-green liquid pours into the room,
down into the pool, and fills the room all the way to the Round two: The crabs double in size. They aggressively
walkway. PCs on the stairs are submerged in an alchem- claw and pinch the nearest PC. Alter their base stats to
ical brew of liquid that burns the eyes and nose. A DC 7 the following:
Agi check is required each round to swim out of the pool.
On a failure, some of the chemical concoction is ingest- Huge Crab: Atk claw +1 (1d3), AC 14, HD 2d4; hp 5
ed and causes 1 point of temporary Stamina damage. In
addition, the liquid mixture causes the crabs to rapidly Round three: The crabs double in size again but begin to
expand in size until they explode. hemorrhage and crack. They desperately tear at the PCs
with fevered frenzy. Alter their base stats to the following:
(6) Tiny Crab: Init +4; Atk claw -1 melee (1 dam); AC
12; HD 1d2; hp 1; MV 30’; Act 1d20; +10 swim check; Giant Crab: Atk claw +2 (1d6), AC 14, HD 3d6; hp 10
SV Fort +3, Ref +3, Will +0; AL N.
Handout 1
10
Handout 2
Round four: Their bodies fail to keep up the with the with thick layers of ice. Visible under the ice are two
magical expansion. Any living giant crabs burst apart. large carts of unusual construction.
Each exploding crustacean inflicts 2d3 dam to all PCs
within 10’ unless a DC 12 Ref save is successfully rolled. The odd carts are half covered. It will require 5 charges
from the Rod of Flames (Thermal Torch) to release
Desk: This metal desk is covered in ice. Removing the ice each cart. In addition, a Failed Experiment of Xill is
requires 1 charge from the Rod of Flames. If the desk is trapped in each cart. Unless precautions are taken, the
searched, a DC 10 Int check reveals a concealed drawer. abomination surprises the PCs.
Within is a well-used Rod of Flames (Thermal Torch)
with 6 charges and an eel skin pouch (worth 30gp) con- (2) Failed Experiment (hybrid elemental): Init +1; Atk
taining a set of fine tools. These tools grant a +1 to pick acid touch +2 melee (1d10); AC 10; HD 2d6; hp 6; MV
lock, find trap, and remove trap checks. 25’ or climb walls ceilings 20’; Act 1d20; SP physical
damage reduced by half, immune to cold/fire, water vul-
Pool Test: Dr. Xill is carefully observing a number of nerability (stuns for 1 round, no save), acidic absorption
rooms to assess the potential of intruders. Secretly make of deceased or unconscious bodies (1 round to use, adds
a note that PCs gain 1 point if they avoid spilling the 1HD); SV Fort +4, Ref +2, Will +3; AL C.
liquid from the ceiling, plus 2 points if they find the Rod
of Flames. These small, fully functional, automated carts (AC 14; hp
20) can carry up to four PCs each. PCs can figure them
Area H—Cart Hangar: Most of this wide hall is filled out with magic or by trial and error (TL: 5 CM: 3). Used in
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combat, they add +2 AC for cover and move at 40’. Only quickly as it was opened.
one-handed weapons can be used within the cart due to
the restriction of motion within the cab. A chest-sized stor- The Lectern: A tablet of crystal perma-ice (like dry ice) rests
age space is located under the rear padded seats. They are on the lectern, exuding a heavy, white gas. It requires gloves
charged by an elemental battery with a month of energy. to handle the tablet; otherwise, the user suffers 1d3 cold dam-
age. Visible on the tablet are notes in a language of moving
Area I—Portal of Fire Test: Show Handout 2 and read symbols, which speak to the mind. The viewer must roll a DC
or paraphrase: This large, frozen chamber is dominated 13 Spell Check (non-casters use 1d10, thieves use Cast Spell
by a massive gate choked with thick ice. Orange and from Scroll die). On a natural 1, the PC suffers 1 permanent
red lights shimmer within and bathe the room in bloody point of Int loss and experiences brain freeze. If successful,
hues. To the right of the gateway is a frozen lectern with the ritual is comprehended as a way to make a living being
a single crystalline tablet etched with script. To the left into a Lava Child. With a 17 or higher, the gate is understood
is a row of children crouched on the floor. Each is cov- as a portal to the plane of fire and can be opened. On a 20
ered in a glistening clear membrane. Three clear mem- or more, the ritual can be replicated to fashion a Lava Child
branes lie on the ground between gaps in the otherwise under the user’s direction. The Lava Child (see p7) survives
shoulder-to-shoulder row of youth. Three trails of burnt 10+1d4 rounds before exhausting its lava and dying.
matter lead from the gate to a burnt tunnel exit. You
sense you are being watched. Gate Test: The tablet is the main focus of Dr. Xill’s test. A
PC gains 1 point if they can successfully read it, another 2
This is the portal chamber connected to Dr. Xill’s tower in points if they understand the portal, another 2 if the portal is
the plane of fire. When the PCs approached the tower, Dr. opened, and finally, 3 more points if the ritual is executed.
Xill activated this portal and the tablet in this room to exe-
cute a ritual of fire. The ritual activated three of the youth Area J—Floor Passage: If an elf passes over this area, or
who, freed from stasis, entered the gate to fuse with three any other PC rolls a DC 15 Luck check, read the following:
lava elementals in the sister chamber on the plane of fire.
The newly formed Lava Children bored a tunnel up to the The floor is covered in thick ice. As you chance to gaze
surface to “welcome” the guests. down, you notice a patch of clear ice and a tunnel slop-
ing down beyond it.
The children are clones and look perfectly identical in every
feature save gender. If the membrane is removed, they It requires 2 charges from the Rod of Flames to breach
awake, shivering. A youth can replace a lost PC; other- the floor ice and access the passage beyond. This new
wise, they quickly die of shock. The membrane itself has passage floor slopes gently down. Anyone falling prone
curative properties. If placed on a wound within 1 turn of on the sloped passage slides 15' before coming to rest.
being broken open, it will cure 3 HD of damage. If used on Falling into Area K is potentially deadly. Roll for a possi-
a wound after 1 turn, the membrane causes 1d6 rounds ble random encounter in this tunnel (see p7).
of paralysis to the user unless a DC 13 Fort save is made.
If the children are moved, a small, ice-covered passage is Area K—Test of Mists: Show Handout 3 and read or
visible behind them. If the kids are simply inspected, this paraphrase: The air here is invigorating and oxygen-rich.
discovery is made on a DC 15 Luck check. You stand upon a ledge which opens into a cylindrical
cavern. The space rises up towards a natural ceiling and
The Gate: Although it is covered in ice, the remnants of down towards shifting fog. The floor is totally obscured
three recent holes are visible. However, they have com- by a swirling mist that churns with energy. In the center,
pletely frozen over. It would take 10 charges from the rising a few feet above the chilly mist, is a stone plat-
Rod of Flames to clear the thick ice. Should the gate be form. Floating upon it is a red, glowing gemstone. You
opened (see The Lectern below), have the PC with the have an uncanny feeling of being watched.
lowest score roll a Luck check. If it fails, a fire elemental
(DCC-RPG p412) bursts from the gateway and attacks for The mist is a mindless elemental frost entity. It is held in
1 round before retreating from the unbearably icy chamber. place on the floor by a field of magical heat. This same field
If it succeeds, all PCs within 10’ of the portal take 1d3 fire holds the gemstone in place. The mist will never approach
damage as the elemental’s heat fills the room, but it does a source of heat, including a person holding as much as a
not elect to enter. If the Judge wishes, they can add an torch. The actual floor is 30’ below the mist. Entering or
adventure to the other side; otherwise, the gate seals up as touching the mist inflicts 1d6 cold damage as it draws out
12
body heat and flash-freezes moisture. PCs killed by this chill Flame. The gem is a focal source of energy for the Rod
are preserved in a hibernated state and any roll the body of Flame. PCs can replace the current stone to add 20
checks are made using a d14. charges to the device.
A clean jump to the platform requires a DC 15 Agi or Str Gem Test: Grants 1 point to the PC who collects the gem,
check. Results of 10-14 indicate the PC has made the and 2 points to each PC if no one dies.
jump to the platform, but some part of their body dipped
into the mist, inflicting 1d6 damage. Rolls below 10 result Area L—The Nursery: Ice-covered stairs lead down to
in falling 30’ into the mist, inflicting 3d6 falling damage, this chamber. To descend safely, PCs must roll a DC 10
then 1d6 cold damage each round. Those standing on the Agi check. On a failed check the PC slips, takes 1d2 dam-
platform feel a comfortable warmth. age, and slides down into the middle of the room.
Once the gemstone on the platform is moved, touched, You find yourself in a large cavern covered with thick
or grasped, the magical heat field is dispelled. The mist layers of ice. Dozens of small tunnels pepper the walls.
immediately becomes more active and the stone falls (if Faint giggling and scratching echoes around you. In the
not secured). The mist moves 10’/round. PCs have 1 center of the room, a woman lies on the floor.
round to act before it covers the platform. Afterwards, it
rises up to fill the chamber within the next 2 rounds. PCs The body is frozen solid. She was killed accidentally by
may notice the stone is identical to the gem in the Rod of the curious Infants of Xill who reside here. Her only
Handout 3
13
14
valuable is a pair of iron-clawed bootstraps. PCs using 35’; Act 2d20; SP icy web (20’ range, single target rolls
the bootstraps can ignore all “on ice” effects. If worn on DC 15 Ref to avoid restraint, DC 17 Str to escape or 1chr
normal stone floors, all “on ice” effects return to the user from Rod of Flame); SV Fort +4, Ref +2, Will +3; AL N.
until the spikes are removed.
Area O—The Hatchery: This small, sweet-smelling
After a few rounds, 12 Infants of Xill begin to emerge chamber is crammed with icy globes. Shards of broken
from their dens. They circle the PCs, smiling, skittering globes litter the floor. Another passage exits the room.
across the floor, walls, and ceiling, then dropping down
looking for warmth (see p7). Initially 1 arrives, the next Three Infants of Xill drop down from their hidden
round another 1d4 join, and finally the rest of them. niche in the ceiling to greet the visitors. These particu-
larly young Infants have recently hatched and are easily
(12) Infant of Xill (hybrid elemental): Init +3; Atk cold influenced. PCs making strides to care for and communi-
cuddle +2 melee (1 dam); AC 12; HD 1d4; hp 2; MV 20’; cate with the infants may gain their trust and may even
Act 1d20; SV Fort +0, Ref +2, Will +0; AL C. control them by making a DC 14 Pers check. Each day, as
their chaotic nature emerges, another DC 10 Personality
Area M—Assistant’s Lair: There are two entrances to check must be made to maintain control. Otherwise, they
this room. Unless extreme caution is used by the PCs, 2 become dangerously “affectionate.”
Elders of Xill wait in ambush at hall M1 (see map), which
is concealed by illusionary walls of ice on either end. After (3) Infants of Xill (hybrid elemental): Init +3; Atk
the PCs enter this room, the Elders move around behind cuddle +2 melee cold (1 dam); AC 12; HD 1d4; hp 2; MV
the PCs, seal the entrance to this room with frost webbing, 20’; Act 1d20; SV Fort +0, Ref +2, Will +0; AL C.
and trap the PCs. They will be heard approaching if the PC
in the rear rolls a DC 15 Int check. If the check succeeds, The hundreds of globes on the floor are eggs incubating in
that PC can roll initiative before being trapped inside. the ice. None are ready to hatch, but 3 eggs are recognized
as recently opened. Each of them contains gelatinous goo.
You enter a small room littered with bones. Most of the This goo is warm to the touch despite the surroundings. If
bones have been sharpened into spear-like weapons. the goo is applied to exposed skin it provides a day’s worth
The ice flowing down the walls is covered in carved pic- of cold protection—reducing cold damage by 1d3/ round.
tographs, writings, arcane formulas, notes and strange There are 3 total applications available.
verse. You are considering whether this is the work of
pure madness or genius when the sound of cracking Area P—Mother: An unfamiliar warm draft flows out
ice echoes behind you. You turn in time to see your exit of this small cavern. Low, rhythmic pulses vibrate like
sealed in ice! the heart of a great entity. Extending out of a wall is an
elephantine, fleshy proboscis hovering over a few trans-
A pair of Elders of Xill lurk behind the ice wall. After lucent eggs bobbing in a gelatinous pool. Blue crystal
trapping the PCs with ice webbing, they move back to M1 rods rest on the far end of the chamber.
(see map) and ambush the trapped PCs from behind. PCs
may find the secret passage if the walls are checked by an The great tube pulsates with life but is simply the organ-
elf, or if a DC 15 Will save is made to dispel the illusion ic gestation host for birthing Dr. Xill’s children. It is not
with touch. The ice wall trapping PCs can be burnt away nearly as dangerous as the gelatinous pool. This semi-
with the Rod of Flame (4 chr), which takes 4 rounds. intelligent ooze seeks to hold organic matter in a chilly,
acidic brine before moving a matured egg to the hatch-
These gibbering aides wait here for Dr. Xill’s orders. They ery (see Area O). Anyone entering will be mistaken for
are anxious to learn what is inside these PCs. They have organic matter in need of chilling. Icy pseudo-pods from
a total disassociation from empathy and a lack of respect the ooze extend out at PCs who approach the blue crystal
for life, even within themselves. rods or the pool.
More details about the Elders of Xill are on p7. (1) Frost Ooze: Init +2; Atk cold pseudopod +1 melee
(1d4); AC 10; HD 5d8; hp 20; MV 20’; Act 1d20/entity; SP
(2) Elder of Xill (hybrid elemental): Init +0; Atk stomp half damage from weapons, slashing attacks split the ooze
+3 melee (1d6) or dissect +4 melee (1d4) or icy web +3 into two entities (divide hps evenly), vulnerable to electricity
range (1d4 and see below); AC 9; HD 4d8; hp 17; MV (double damage); SV Fort +6, Ref +0, Will +1; AL L.
15
Handout 4
The four rods on the far end of the room have a radiant slowly in veins under their cracked skin. They make no
glow and a mild electrical charge. Dr. Xill’s assistants use move toward you, but it is clear from their warmth that
the blue crystal rods to stun the ooze while accessing the they heat the room.
room. If a rod is thrown into the ooze pool, the ooze goes
into a very slow, almost dormant state. It takes 10 rounds The central feature of the room is a large blue-green
for the ooze to slowly move a rod out of the pool, gain its dome of ice with a marbled pink interior. Cool air and
bearings, and return to its normal state. frosty mist rolls around it, concealing how deep into the
floor it is set.
Area N—The Lair of Dr. Xill (Xill’s Final Test): The
double doors leading into this chamber are not covered by You feel the presence of some powerful life force, but your
the usual buildup of ice. In addition, the floor and walls eyes fail to find it until a tall, lean figure lights a torch
have no ice, so “on ice” rolls are not required. Any PC en- on the far end of the grand hall. Suddenly the statues
tering with spiked boots is effectively considered “on ice” jerk to life, lurch toward you, and retch lava between
while moving on this room’s smooth stone floor. violent spasms.
Show Handout 4 and read or paraphrase: The figure is an image of Dr. Xill as he appeared in the
prime of his mortal life. It is also a powerful techno-magic
Warm air issues from the double doors opening into a illusionary hard-light hologram. It has all the properties of
grand hall. Inside, six stone statues of black rock babies a real man and is as effective as an illusion created with a
rest upon short pedestals along the walls. Red lava flows spell check of 30.
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A 10’ wide circular moat of freezing mist surrounds the cen- destroyed, the room becomes hot and the entire lair suc-
tral dome. Jumping onto the slippery mound requires a DC 18 cumbs to surrounding lava wastelands. After 10 rounds,
Str or Agi check. Falling into the mist inflicts 1d6 cold damage the entire place collapses. See the Collapsing Lair Table.
per round of exposure. In addition, the mist extends down 10’
into a portal leading directly to Dr. Xill’s tower in the plane of Collapsing Lair Table—C2
ice. The central dome is, in fact, the massive housed con-
sciousness of Dr. Xill. It is his true life force and the only way Round 1: The room temperature notably rises and a
to actually destroy him. Dr. Xill can communicate directly rumbling is heard as ice cracks.
from this central dome, but prefers to relate through his holo-
graph in order to keep his true identity concealed. Rounds 2-5: The ice begins to melt. Water pours
across the floor. A DC 10 Ref save must be made each
(1) Dr. Xill Holographic Image: Init +4; Atk staff +1 round. If failed, the PC loses 1 round falling and at-
melee (1d6 dam); AC 14; HD 6d8; hp 28; MV 30’; Act tempting to regain balance in the slippery water/ice
2d20; SP spell check (+6) 3 spells (select from list be- mixture. Wearing spiked boots grants +5 to this save.
low*); SV Fort +2, Ref +3, Will +4; AL L.
Rounds 6-9: Ice falls in chunks. A DC 13 Ref save
(1) Dr. Xill Brain Dome: Init +8; no attack; AC 16; HD must be made each round. If the PC fails, they are
20d20; hp 200; MV 0’; Act 3d20; SP image, telepathy, struck for 1d6 damage.
triple damage from fire, regenerate 5hp/round, powerful
illusion generation, create and control holographic Dr. Round 10: Huge ice chunks fall. A DC 15 Ref save
Xill; SV Fort +6, Ref -15, Will +1; AL L. must be made this round or the PC suffers 3d7 dam-
age from collapsing walls and ceilings.
The Statues: These Lava Children lurch forward from
their stone pillars and move toward the nearest PC, spew- Round 11: Total collapse, everyone within is dead.
ing lava each round. Clever PCs can lure the Lava Chil-
dren toward the central dome, where their 15’ spew will
cross the 10’ mist gap and automatically hit the dome for
triple damage. Note: The Lava Children will exhaust their Xill’s Final Test
magma and life after 8 spews (fewer if damaged). They
regurgitate lava indiscriminately toward the PCs without If the PCs destroy his holographic image, they gain 1 test
regard for allies in the path of destruction. point, or 2 if they do so without a single PC dying.
(6) Lava Children: Init -2; Atk lava-gurge +0 ranged (see If the dome is not destroyed, Dr. Xill (holographic) seem-
below 15’); AC 16; HD 4d8; hp 16 (6 remaining); MV 30’ ingly rises from the dead and brushes off his wounds,
or tunnel stone 60’; Act 1d20; SP in dormant state cannot slowly clapping. This unbelievable act should give ev-
be harmed, lava-gurge (DC 10 Ref save or 1d7 fire, reduce eryone another chance to disbelieve the illusion (DC 25
Lava Child hp by 2); SV Fort +3, Ref -3, Will +1; AL N. Will save). His next action is based on the highest total
number of test points earned by any PC:
If any PC attacks the dome, Dr. Xill will immediately use
telepathy to distract them by offering to spare them and 0-1: “These worthless dolts are good for death alone.
grant rewards of service under his mentorship. If refused, Release the misty serpent!”
he summons the Ice Wurm from the mist. If the brain is
destroyed, the final test below will not occur. The players From below the mist, Dr. Xill opens the portal to the
have truly killed a near immortal entity. Within the dome, plane of ice and a massive Ice Wurm will emerge and
a massive pink brain will be seen hemorrhaging under attack PCs one round after entering the chamber.
the melted and broken ice. PCs searching the brain cavity
discover Dr. Xill’s priceless Tablets of Ice and Fire. The (1) Ice Wurm: Init +3; Atk SP frost breath +5 ranged
knowledge within these tablets can be studied to potential- (see below); AC 14; HD 6d6; hp 20; MV fly 30’; Act
ly learn 5 spells (Chill Touch, Flaming Hands, Ward Por- 1d20; SP frost breath (1d10 cold damage to all targets
tal, Fire Resistance, Monster Summoning)*. However, Dr. within a 5’x30’ space, initiative order lowered by 3, PCs
Xill’s living will force also controlled the delicate thermal whose initiative drops below 1 are frozen for 1 round,
balance of his three towers. A few rounds after the dome is then re-roll initiative); SV Fort +2, Ref +2, Will +3; AL C.
17
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2-3: “Congratulations! You have freed my true form. Service Check Table—S3
Claim your reward, quickly!” He reveals a book of icy
crystal tablets and he tosses it at your feet. “This breaks 1d20 + Int mod + Per mod + Luck mod
my bonds! The place is no more!” The room begins to (cannot burn luck on this roll)
crumble!
Natural 1 or lower: You suffer a gruesome, ignoble
This is an elaborate illusion created by Dr. Xill with death in a failed experiment.
an effective spell check of 30. Massive chunks of ice
appear to crash down and shatter into the chamber. 2-11: After 6 months of labor working in arcane
Use the Collapsing Lair Table—C2 above. If the PCs rituals and strange experiments, the PC has gained
do not flee after 3 rounds, the Ice Wurm emerges and 1 minor corruption from the work. The PC also gains
attacks. The illusion fades after a day, when the crystal 1d14 experience points. Roll another service check to
tablets melt into puddles. see what occurs during your next term of service.
4: Dr. Xill reaches out telepathically to the spell-casting 12-14: After a month, you are instructed to make a
PC with the highest Int. and presents an offer for service. supply run. You may escape or stay in service by roll-
ing again. Either way, your apprenticeship has yielded
If accepted, the other PCs are teleported above ground a permanent +1 spell check to any one spell.
miles away. The selected PC must now roll on the
Service Check Table—S3 below. 15-17: After a few weeks, you hatch a plan to escape
by sacrificing a simulacrum of yourself. This plan will
If rejected, Dr. Xill’s mental contact causes a contest of cause you to suffer 1 major corruption and a perma-
Personalities. Dr. Xill has a +5 in this contest. If the PC nent -1 to Personality. If you don’t execute the plan,
wins, they realize the central dome is the focal center of you must roll again for the next term of service.
Dr. Xill’s consciousness, not the figure standing before
them. A loss stuns the PC for 1d3 rounds. Either way, 18-19: After 6 months of work, Dr. Xill trusts you to
the Ice Wurm attacks the group (as in result 1 above). travel outside the tower as his agent. You can break
free at this point or stay in service and roll again for
5-7: Same as result 4 above. However, Dr. Xill is a little the next term. Either way, your diligent work under
desperate to gain the PC’s service, resulting in differences: his mastery earns you a permanent +1 spell check to
any one spell.
If accepted, the PC gains +3 on their Service Check
Table—S3 roll(s) and can ask for a minor favor, includ- 20-22: After a month of impressive service, Dr.
ing healing a party member or teleporting the other PCs Xill has become endeared to you. He provides you
to a specific safe location. more freedom and the ability to work from the field.
You can call on him as a patron with a +2 invoke
If rejected, Dr. Xill has +3 in the contest of Personalities. patron (results as determined by the Judge), and he
will require arcane knowledge periodically. Howev-
8 or higher: Same as result 4 above. However, Dr. Xill er, during your term he also conducted a series of
sees the PC as a protégé, resulting in differences: subtle, cruel experiments on your sleep and medita-
tive reality. These experiences gave you 1d7 expe-
If accepted, he concedes to almost any bargain requested, rience points, 1 minor and 1 major corruption. You
and reveals he has the ability to bring any PC who died also secured some arcane mastery: you gain 2 new
from a freezing effect back to life. The PC also gains +5 random spells with an additional +1 to their spell
on their Service Check Table—S3 roll(s). check results.
If rejected, Dr. Xill is extremely dejected—so much so, 23 or higher: After 10 months, you finally outwit
that no contest of Personalities is necessary, and the Dr. Xill and escape his cruel service. In addition, you
PC is suddenly aware that the central dome is the focal make off with some of his famed crystal spell tablets.
center housing Dr. Xill’s consciousness, life force, intel- The magical knowledge within gives you access to
ligence, and the crystal tablets containing his magical 1d3 random spells. You also gain a permanent +1 Int
knowledge. and +1 Luck.
19
$9.99
T h e To w e r s of
D r . X ill
Dr. Xillgasor Xillgracone (aka Dr. Xill) was a genius and madman who
experimented with the natural order of life on himself and others.
Using super-science devices infused with the raw power of fire and
ice, he summoned and enslaved elemental creatures to merge with his
human subjects.
SKU: S9G10022
$9.99
S9G10022 www.studio9inc.com © 2021 Studio 9 Games